you will notice that I changed some options to read the way you should set them. this was to insure you know how the mod was intended to be played. You can change these if you want but alien life cycle should stay off all the time I did a major work on the character butes and this no longer works like it should. If used you will only change to a Warrior, Queen or Predalien all other types will not be used and some attributes may not work like they are intended

Lowering damage % will cause serious damage effect problems for weapons some will become far to weak and others far to strong. Increasing it has less of a negative effect and will mainly cause people to die faster as it should.

KINDRED READ ME INFO---------------------------

The Primal Hunt version of Pilot Project was not tested as much and is considered a beta test so there will be more bugs in it

Make sure you set all weapons and classes to ON, BEFORE you activate the mod. Start a normal game and set every thing to on then go back and activate the mod. This version of the Mod does not support weapon and classes so that option does not work and will really mess things up if you try to use it, so DONíT.

The predator energy icon on their hud does not work correctly so you will not know an accurate amount but you will see it empty, itís the best I can do for know

Getting in to a game- do to the class deactivation option in Primal Hunt you can only select certain characters to JOIN a game, however once in the game you can then select any character you want. It was brought to my attention that the game sometimes will set class characters off randomly so you may have to search for one to join with. This may be a pain at times for corps vs marines only games and such. The pred stalker seems to be the only one that stays available all the time so leaving one pred in every game should be a sure way for people can join, the game then auto changes them to another character if that class is full.

Tools are character specific unlike regular avp2 players can not pick up hacking tools or torches so if youíre playing a map that uses them you better have the right teammates with the right equipment

Dual Pistols can be used however not all players can get them. Also once out of ammo you drop one

BUGS AND SUCH---------------------

Some skins in SP and custom maps may be wrong the SADAR gunner is one of them

Footprints, may in some maps end up floating in a spot in the map and still work on the ground. nothing I can do about that it has to do with how the map is built

If you set your resolution differently overlays and other game modifications will not work as intended and will look all wrong. This mod was created using a basic 640x480x32 resolution.

Some weapon models will JAM if you try hitting the fire key really fast in attempts to make the weapon shot faster then intended like the old trick with the sniper and pulse rifle either select another weapon or hit f1 twice to fix

KINDRED- The big one is the weapon and character selection. do not use these at all, donít even look at it. Before you start activating the kindred mod. Start a normal game and turn all weapons and characters ON. Then quit and activate the mod.

KINDRED - To Join a game you may have to select a character you donít want to join the game but once in you can select any character you want.

MAIN GAME PLAY CHANGES----------------

Mod is coop and MP skirmish friendly, weapons do the right damage to AI characters

I built in a rewards system into the game play. For example being a lowly face hugger is very difficult but allows you to be the strongest aliens in the game, the Warrior, the Predalien or the Queen. There are other rewards youíll have to figure out

The jump on most human characters is drastically reduced. Humans now have to put more thought in their evasion tactics, the Mexican jumping bean approach will no longer work but team work and use of cover does.

Character attributes such as speed and armor have been determined by the characters weapon load out.

Some characters are set to give you the Queen when face hugged to make them a more desirable target

Some characters are immune to being faced hugged. Another reason why life cycle should be set to off.

Class Weapons are always on

Night Vision and Motion trackers are only given to certain characters

New vision modes added to humans.

-------------------CLASS OVERVIEW -----------

Preds have an advantage in one on one combat. There weapons do large amounts of damage but are set in a way to be more ďsportingĒ which when faced by multiple opponents is a disadvantage.

Aliens- with their new weapon types, allow players a verity of tactics, so donít play every alien the same way use their strengths and weakness. They are vulnerable at a distance but once in close they can kill easily.

Marines- As a team they are almost unbeatable. Having a large assortment of weapons and munitions to choose from. Stick together and cover you teammates.

Corporates- They too are strong as a team however each character has a more specialized role limiting their overall effectiveness. When filling their assigned role however individually they are unmatched.

EXOs- Now can only be used by one type of character in the marines and one the corp. It now uses ammunition supplied by that player so you can gather more ammo and rearm the Exo. It no longer shows how much life you have left either. Iím working on a damage effect like smoke or something for a later version

--------------------------CHARACTER SPECS--------------------

------------PREDATORS--------

Light Pred--------

Faster and more agile but with lighter armor, the Juvenile can easily out maneuver humans and use its spear gun to stay concealed and attack from afar its light armor though gives it little benefit against heavy weapon assaults and Xenomorph melee attacks. The short ranged homing Disc does allow some advantaged over weaker Xenomorphs and humans however.

Like the Juvenile she is fast and agile but has slightly more armor. She uses the same tactics but is equipped with the Net Gun so she can render heavily armed human enemies immobile. Her spear gun fires poisoned tipped darts that cause damage over a long period of time and the secondary fire is a melee attack which also poisons its victims. This allows her to be very proficient in hit and run and evasion maneuvers.

Having thicker armor then the light predators allows the stalker to survive most encounters with hostile prey and though armored still retains a high level of agility and speed. Equipped with the basic hunting gear of the plasma caster, net gun, spear and able to pick up the disc allows this predator a verity of hunting tactics. The Plasma Caster when Alt charged has increased velocity and stopping power.

Like the Stalker the Spear Master has good over all Physical abilities and standard armor. Its attack range though is limited by its use of staff weapons. The Javelin has a moderate range when thrown with high damage versus humans and weaker aliens. The Lance has a very fast melee attack causing light damage, it can also be thrown and locks on to enemies.

The Warrior does not hunt its prey he lays waist to them. Though equipped with a cloak the warrior has little use for it. Its energy weapons drain far to much energy for it to be useful. A personal shield generator allows the warrior to find cover to recharge if he unwittingly used all his energy reserves in the heat of battle. This shield produces its own power and can also disrupt AI tracking weapons, unfortunately it can not stop large projectiles and area effect damage from getting through.

Similar to the High Hunter he however has an advantage over Xenomorphs do to his use of Xenomorph armor. The Slayers chosen prey is the Xenomorph and so uses only that vision mode.
During a ceremonial initiation of the clans juveniles, Xenomorphs overran his ship massacring his clan which triggered the self destruct. Alone he survived months of hunting and being hunted In his attempts to elude death he found ways of mixing the aliens fluids and soaking them in to his covering which diminished the aliens ability to effectively track him. This prolonged exposer to the fluids allowed them to seep through into his flesh blending with it causing permanent side effects.

The class 3 Combat Synthetic is designed to fill the heavy machine gun support role with secondary skill sets in light rifle use. The synthetic vision is an improvement over night vision and makes spotting enemy units easier. With high health and the capability to carry extra armor this unit can be a hard target to take down.

Equipment-
KNIFE
PISTOL
PULSE RIFLE PICK UP
MINI-GUN

Trooper

Well protected and equipped the trooper forms the back bone of any squad.

Equipped with the Smart gun limits this troopers weapons and armor load out and makes him weak as a stand alone unit however when placed in the squad support roll he is invaluable to any team.

Equipment-
KNIFE
HAND GRENADES
PISTOL
SMARTGUN
FLAMER PICK UP

Grenadier

Outfitted with a multi round grenade launcher this trooper can send explosive, incendiary, chemical or smoke rounds at enemy units. Extra armor to repel damage when using munitions in close slows this trooper down.

Equipment-
KNIFE
PISTOL
HAND GRENADES
PULSE
GRENADE LAUNCHER

NBC trooper

Carrying a multi use rocket system and extra rounds is no easy matter for this trooper, he sacrifices armor and movement for brute force . MLRT system can fire SABOT antitank rounds which are great for taking out FIST units and incendiary rockets cause good wide area damage. The Heavy Mortar can drop rounds behind enemy cover causing massive damage. If timed right it can also be air burst over enemy positions Equipped with a flame retardant suit and a shot gun incase things get too close. He is also cross trained to supply and operate FIST units.

Snipers are lightly armored but are fast and can easily get to places other troopers have a harder time getting to. They are issued a semi automatic high powered rifle and automatic pistol and if the need should arise they can equip a Pulse Rifle. Do to their ability to move quickly and engage from a distance they are best used for recon and support

The TARGAT is patched into the command ship in high orbit through his helmet. This allows him to order orbital strikes of bunker buster rockets or a precision rail gun strike against targets on the planets surface. It also has built in night vision and motion tracker. Standard issued armor and pulse rifle allows this trooper to bring the fight to the enemy

Ghosts rely on cover, athleticism and covert weaponry. More mobile then their other teammates they are able to quickly move, climb and crawl creating minimum disturbance. Gaining entry to areas that are inaccessible to others. Ghosts utilizes a cloaking device and high energy rifle. The cloak however is limited compared to the predator type, it can be overloaded by bright light, canít fool night vision and limits the amount of ordnance and protective gear that can be used. The energy rifle is equipped with a scope that can see through certain materials and smoke screens and its energy blast can kill with just a single hit. A charge delay before firing and its need to be reset after each discharge limits this weapon.

Equipment-
TANTO KNIFE
SILENCED PISTOL
PLASMA RIFLE
NIGHT VISION

S.H.O.C.S.

Special Hazardous Operations and Combat Squad

Equipped with a verity of eradication, nullification and retrieval ordnance, these troops are heavily armored and use special vision modes to track, capture or eliminate Xenomorph threats. The MAWL can fire a verity of ordinance like Nets and Napalm. The EM Rifle causes no damage but can stop any alien even the queen dead in its tracks allowing other units to engage and kill it.

Leading a SHOC squad down into a Hive is not what any sane man would do for a living. Unless of course the pay is good. With that pay you can suit up in the best armor, weapons and equipment you can buy. But special vision goggles, flamethrower and a fully automatic shot gun can only take you so far, you need big chrome balls to face what lies down there. A brave man can look death in the eye but what do you do when it doesnít have any.

Rehabilitated with synthetics this trooper can with stand more punishment then most. He fills the roll of smart gunner but uses instead the new G.U.N. tracking rifle which uses sadar tracking rather then the outdated smart tracking. It does however have a smaller magazine and fires slower then the smartgun.

Killing one of her ďgodsĒ and escaping from their ship this Yajanti slave is now hunted by her former masters for her trespass against them. The tables have turned though, stealing weapons and a small ship she has now become the hunter.

Equipment-
RAZOR GAUNTLETS
ENERGY PISTOL
SPEAR GUN
PREDTECH VISION

FIST Operator

FIST Operators are specially trained to pilot exo units into combat situations. The FIST was designed to be light and easily transportable and so limits the amount of ammunition it can store. FIST Operators must dismount and carry ammunition back to their units often, leaving them vulnerably to enemy attack. The need to carry the heavy ordinance slows them down so they are issued only light armor.

Equipment-
KNIFE
PISTOL
SHOT GUN
FIST SUPPLIES
TORCH

F.I.S.T.

Forward Infantry Support Tactical

Though heavily armored and equipped with devastating fire power, the FIST is designed to be a force multiplier and not a stand along unit. Limited ammo stores and restricted peripheral vision at times leaves it vulnerably to attack. Its slow speed allows faster enemy units to out flank it and use hit and run tactics as well. Its best used to support light infantry in engagements against enemies with superior fire power or numbers. The infantry should assist in covering its flanks and spotting targets so the FIST can bring its weapons to bare on the target and concentrate its limited supply of munitions.

------------------XENOMORPHS--------------

Pilot Strain Queens( AvP2 only)

Smaller then the Xenomorph Queen and believed to come from the impregnation of the still unknown species of alien known as Pilot. It has the ability to birth facehuggers without the need for eggs and can resist fire damage and light ammunition fire. The Pilot face hugger is different from the Xeno facehugger and for some reason attacks other aliens. This behavior maybe a form of genocide, further research is needed.

Pilot Strain Drones

Born stronger then Xenos but has a faster molt cycle which limits it over all growth. Its heavier armor makes this drone slower then its Xeno cousins but gives it some fire resistance. Pilot drones are known to use a stream of disgorged acid to momentarily paralyze prey before closing to attack. Its armor like skin has serrated edges which allows it to shred through nets easily. Pilot strain and Xeno strain aliens have been known to show aggressive behavior towards each other.

Arachnodrones

Discovered in the deep thickets and under growth on LV-988. It lies in wait in burrows until prey happens by and traps them in a sticky acidic paste. Much weaker and slower then other drones its change in ontogenesis is believed to be an adaptation to LV-988s overgrowth of vine like vegetation which heavily hinders movement by anything larger then your average sized house cat.

Sentinels

A subclass of drone rarely seen. Found in hives that are under frequent attacks these drones are a kamikaze like last line of defense for the Queen. Its bulbous head contains sacks of biochemical agent which when the sacks membranes retract mix with the aliens blood causing it to explode into a shower of acid and acidic shrapnel. Weak and having a thin carapace its sole purpose is to die for the hive.

Razorbacks

Found on LV-348 where its major animal life was a porcupine like sloth. This alien is able to throw multiple barbed spikes that cause exquisite pain which momentarily stuns victims, it then closes to leap on them with a devastating claw attack. Weak and slow compared to other drones its ability to strike from afar gives this alien its lethality.

Warriors

Only seen before a hive is fully formed, the Warrior is believed to be the progenitor for the formation of new hives. Altering victims into facehugger eggs that can produce a Queen and once a Queen is established the occurrence or warrior type aliens dwindles and seem to be replaced by what are called drones. The Warrior slow molt cycle compared to the drone leaves it very vulnerable at first but allows it to grow stronger and deadlier then the drone. Born to survive and not just serve its strength is matched only by the Predalien. Both can only come from victims that have been face hugged and when they eat their first kills can double there health level. Once you are lucky enough to facehug a victim and change to an adult even if you die you will come back as a full grown alien but your health will always start out low until you can feed.

Predalien

A predalien is born when facehugging a predator. It is at first weak but if able to feed it will gain health that surpasses all other aliens but the warrior. Just as the warrior once you become an adult you stay an adult even after death

Runners

Coming from basic quadruped hosts such as canines and large felines they are given a vicious bite attack. Runners are faster then drones and warriors and prefer to run down their prey like a cheetah rather then pounce or use their tail. The tail on the runner is very weak doing little damage. Its legs and arms are more suited for running on open ground thus if the Runner tries climbing its mobility will be greatly reduced

Facehugger

Light skinned and a bit slow it is capable of impregnating hosts with a larva which then matures to a Warrior, a Queen or if the host is a Predator a Predalien. Its small size allows it to hide until an unlucky victim happens by

Queen

She is strong fast and heavily armored. Capable of tearing a man in half with little effort. She can not wall walk very well, Small areas are inaccessible to her but on an open field sheíll strike fear in the hearts of anyone unlucky enough to face her. She is only playable if you face hug the right character

Empress(Queen Mother)

Stronger then the Queen she can destroy any thing in her path. Her large size though can allow prey to evade her by hiding in areas too small for her to enter. Being so powerful it would be wise to set queen molt kills to above 7 at least

Bio-Mechanoid (KINDRED Only)

Bio-Mechnoids are captured Xenomorphs that have had extensive synthetic augmentation. The control units grafted into their skulls were intended to moderate their aggressive behavior and make them more controllable for security and urban pacification. Unfortunately these components only amplified their hostility to the point of rabid psychoses. Most were terminated when the experiment failed but a few managed escaped containment and returned to their hive. Similar to your basic drone it has however more armor and less life also has the synthvision mode.

Hand Grenade - Simply fire to throw the frag grenade has a short range

Knife/ Throwing Knife- alt switch to use the throwing knife alt switch back to use the knife uses time grenades as an ammo pool

Tanto (Ghost blade) functions like the knife with a charging strike like the pred wrist blades, however the charged cut comes at the back swing so timing your cut is necessary. This was done to off set the high damage it does. It can kill a base human with in 1 to 2 slices.

Pistol - the PV laser sight is always on but the third person laser shows only after you fire the weapon. The pistol uses only one ammo type

Auto Pistol - a faster firing version of the one above. Laser sight functions the same

Satchel Charge - a high explosive charge that functions like the pred hot bombs. Make sure you keep at least one in your inventory or you will auto switch to your next weapon before you have a chance to detonate them

Smart Gun - same as original but with more power and shorter lock on range

Plasma Rifle(Ghost) - Similar to the original rail gun but no longer zooms instead uses a scope like iron sight that must be ďchargedĒ to bring it up. Has a slight delay when firing and has a very small ammo count

Orbital Missile Strike (TARGAT only) - can alt select between cluster, vertical or horizontal strike patterns. Uses smart gun tracking to aim. Some maps with low sky boxes donít allow this weapon to be used. If not locked on to you target you should aim at a nearby object such as a crate this weapon can not aim at non objects such as the ground and walls in some maps. This is a one shot weapon

Orbital Rail Strike (TARGAT only)- Functions the same as above.

FIST Supplies - Not a weapon but carried by the Corp FIST Pilot and Marine Heavy Weapons Trooper this allows the troopers to carry ammo to the FIST and resupply it when it runs out

FIST Minigun - causes high explosive damage and has a high rate of fire. It uses the same ammo pool as its Flame thrower. This was done to keep the fist needing to be supplied and to keep it from becoming to powerful

FIST Flame Thrower - same a normal napalm. uses the same ammo pool as the fist mini gun

FIST Rockets - High explosive and wide area damage. It uses the Napalm rocket pool so use of rockets in the FIST will take ammo from the SADAR the Marine carries.

Pred Hunter Pistol- Similar to the old Pred pistol but removed the secondary trishot stun

New coop weapons have a gravity effect so rounds will drop over distance. This also makes sniping more realistic.

All ammo causes some kind of long term damage mostly bleeding damage. Amount depends on the weapon used. So you may die long after you were shot

Hand Grenades - short range fragmentation grenades

Pulse grenades - high explosive. is now effected by gravity so they drop as they fly

Napalm - now use a projectile class affected by gravity. If you fire it straight up it will come back down at you and set you ablaze

Gas Grenades - large area effect weapon causing long term damage(AvP). KINDRED version causes a longer stun effect since you can still walk in PH its like getting sick

Smoke Grenades - used to cover movement through open terrain and block enemy vision. Good for covering troops from snipers

Heavy Mortar - a gravity affected missile with short range and wide area effect uses the napalm missile ammo pool

SADAR rockets - causes less area damage but instant damage is very high. Great verse FIST units and large alien targets

SADAR Napalm - good area effect range plus fire damage

Plasma Rifle Rounds - Very high damage a one shot one kill against most characters

============================PREDATORS===========================

Wrist blades - do little damage to aliens but does high damage to humans

Heavy Wrist Blade - Does Double Damage

Light Blade - Does 3/4 of normal wrist blade damage

Plasma Blade(Warrior) - high damage plasma that stuns for a split second. Itís charging strike has three levels, first a normal strike then a high explosive cut then finally it fires a power bolt like that of the pred pistol secondary

Lance- Homing spear (spear master)- a homing spear with high penetrative damage and very fast melee attack. When called back you must switch to another weapon then back to use it again. This keeps players from spamming it, must have line of sight to retrieve

Disc - no longer homes and must have line of sight to retrieve

Shoulder cannon - Must be charged to second sound key before a plasma bolt will fire. The charging secondary is used for the faster shot, its ready when you here the double sound key. The Plasma cannon now does higher damage 2 to 3 shots will kill about any player but has a slower firing rate

War cannon(warrior)- a shot gun type plasma cannon doing wide area stun and energy damage. does not lock on

Poison Dart (huntress)- Causes light damage but poisons its target for an extended time. if timed right the victim will die after being hit only twice if they can not reach health Has a secondary melee that does good damage as well as poisons. Darts do not decapitate.

Wrist Blaster(Warrior) - A projectile weapon that is unaffected by gravity and can bounce around corners before exploding

Net Gun - its nets are not as strong as before and is limited to two shots. The reload time is also slowed

Return to the Game Launcher's Main Menu and select: 'Play'. The game will then start with new mod components loaded

If you are also adding the menus mod, ppm.rez, follow the above but in the command line type -rez ppm.rez -rez ppg.rez. Make sure you put ppm BEFORE ppg or players using just ppg wonít be able to join

KINDRED .... for primal hunts Kindred Mod type -rez kin.rez

////////////////////////////////////////////////////
AVP2 and KINDRED

you will notice that I changed some options to read the way you should set them. this was to insure you know how the mod was intended to be played. You can change these if you want but alien life cycle should stay off all the time I did a major work on the character butes and this no longer works like it should. If used you will only change to a Warrior, Queen or Predalien all other types will not be used and some attributes may not work like they are intended

Lowering damage % will cause serious damage effect problems for weapons some will become far to weak and others far to strong. Increasing it has less of a negative effect and will mainly cause people to die faster as it should.

KINDRED READ ME INFO---------------------------

The Primal Hunt version of Pilot Project was not tested as much and is considered a beta test so there will be more bugs in it

Make sure you set all weapons and classes to ON, BEFORE you activate the mod. Start a normal game and set every thing to on then go back and activate the mod. This version of the Mod does not support weapon and classes so that option does not work and will really mess things up if you try to use it, so DONíT.

The predator energy icon on their hud does not work correctly so you will not know an accurate amount but you will see it empty, itís the best I can do for know

Getting in to a game- do to the class deactivation option in Primal Hunt you can only select certain characters to JOIN a game, however once in the game you can then select any character you want. It was brought to my attention that the game sometimes will set class characters off randomly so you may have to search for one to join with. This may be a pain at times for corps vs marines only games and such. The pred stalker seems to be the only one that stays available all the time so leaving one pred in every game should be a sure way for people can join, the game then auto changes them to another character if that class is full.

Tools are character specific unlike regular avp2 players can not pick up hacking tools or torches so if youíre playing a map that uses them you better have the right teammates with the right equipment

Dual Pistols can be used however not all players can get them. Also once out of ammo you drop one

BUGS AND SUCH---------------------

Some skins in SP and custom maps may be wrong the SADAR gunner is one of them

Footprints, may in some maps end up floating in a spot in the map and still work on the ground. nothing I can do about that it has to do with how the map is built

If you set your resolution differently overlays and other game modifications will not work as intended and will look all wrong. This mod was created using a basic 640x480x32 resolution.

Some weapon models will JAM if you try hitting the fire key really fast in attempts to make the weapon shot faster then intended like the old trick with the sniper and pulse rifle either select another weapon or hit f1 twice to fix

KINDRED- The big one is the weapon and character selection. do not use these at all, donít even look at it. Before you start activating the kindred mod. Start a normal game and turn all weapons and characters ON. Then quit and activate the mod.

KINDRED - To Join a game you may have to select a character you donít want to join the game but once in you can select any character you want.

MAIN GAME PLAY CHANGES----------------

Mod is coop and MP skirmish friendly, weapons do the right damage to AI characters

I built in a rewards system into the game play. For example being a lowly face hugger is very difficult but allows you to be the strongest aliens in the game, the Warrior, the Predalien or the Queen. There are other rewards youíll have to figure out

The jump on most human characters is drastically reduced. Humans now have to put more thought in their evasion tactics, the Mexican jumping bean approach will no longer work but team work and use of cover does.

Character attributes such as speed and armor have been determined by the characters weapon load out.

Some characters are set to give you the Queen when face hugged to make them a more desirable target

Some characters are immune to being faced hugged. Another reason why life cycle should be set to off.

Class Weapons are always on

Night Vision and Motion trackers are only given to certain characters

New vision modes added to humans.

-------------------CLASS OVERVIEW -----------

Preds have an advantage in one on one combat. There weapons do large amounts of damage but are set in a way to be more ďsportingĒ which when faced by multiple opponents is a disadvantage.

Aliens- with their new weapon types, allow players a verity of tactics, so donít play every alien the same way use their strengths and weakness. They are vulnerable at a distance but once in close they can kill easily.

Marines- As a team they are almost unbeatable. Having a large assortment of weapons and munitions to choose from. Stick together and cover you teammates.

Corporates- They too are strong as a team however each character has a more specialized role limiting their overall effectiveness. When filling their assigned role however individually they are unmatched.

EXOs- Now can only be used by one type of character in the marines and one the corp. It now uses ammunition supplied by that player so you can gather more ammo and rearm the Exo. It no longer shows how much life you have left either. Iím working on a damage effect like smoke or something for a later version

--------------------------CHARACTER SPECS--------------------

------------PREDATORS--------

Light Pred--------

Faster and more agile but with lighter armor, the Juvenile can easily out maneuver humans and use its spear gun to stay concealed and attack from afar its light armor though gives it little benefit against heavy weapon assaults and Xenomorph melee attacks. The short ranged homing Disc does allow some advantaged over weaker Xenomorphs and humans however.

Like the Juvenile she is fast and agile but has slightly more armor. She uses the same tactics but is equipped with the Net Gun so she can render heavily armed human enemies immobile. Her spear gun fires poisoned tipped darts that cause damage over a long period of time and the secondary fire is a melee attack which also poisons its victims. This allows her to be very proficient in hit and run and evasion maneuvers.

Having thicker armor then the light predators allows the stalker to survive most encounters with hostile prey and though armored still retains a high level of agility and speed. Equipped with the basic hunting gear of the plasma caster, net gun, spear and able to pick up the disc allows this predator a verity of hunting tactics. The Plasma Caster when Alt charged has increased velocity and stopping power.

Like the Stalker the Spear Master has good over all Physical abilities and standard armor. Its attack range though is limited by its use of staff weapons. The Javelin has a moderate range when thrown with high damage versus humans and weaker aliens. The Lance has a very fast melee attack causing light damage, it can also be thrown and locks on to enemies.

The Warrior does not hunt its prey he lays waist to them. Though equipped with a cloak the warrior has little use for it. Its energy weapons drain far to much energy for it to be useful. A personal shield generator allows the warrior to find cover to recharge if he unwittingly used all his energy reserves in the heat of battle. This shield produces its own power and can also disrupt AI tracking weapons, unfortunately it can not stop large projectiles and area effect damage from getting through.

Similar to the High Hunter he however has an advantage over Xenomorphs do to his use of Xenomorph armor. The Slayers chosen prey is the Xenomorph and so uses only that vision mode.
During a ceremonial initiation of the clans juveniles, Xenomorphs overran his ship massacring his clan which triggered the self destruct. Alone he survived months of hunting and being hunted In his attempts to elude death he found ways of mixing the aliens fluids and soaking them in to his covering which diminished the aliens ability to effectively track him. This prolonged exposer to the fluids allowed them to seep through into his flesh blending with it causing permanent side effects.

The class 3 Combat Synthetic is designed to fill the heavy machine gun support role with secondary skill sets in light rifle use. The synthetic vision is an improvement over night vision and makes spotting enemy units easier. With high health and the capability to carry extra armor this unit can be a hard target to take down.

Equipment-
KNIFE
PISTOL
PULSE RIFLE PICK UP
MINI-GUN

Trooper

Well protected and equipped the trooper forms the back bone of any squad.

Equipped with the Smart gun limits this troopers weapons and armor load out and makes him weak as a stand alone unit however when placed in the squad support roll he is invaluable to any team.

Equipment-
KNIFE
HAND GRENADES
PISTOL
SMARTGUN
FLAMER PICK UP

Grenadier

Outfitted with a multi round grenade launcher this trooper can send explosive, incendiary, chemical or smoke rounds at enemy units. Extra armor to repel damage when using munitions in close slows this trooper down.

Equipment-
KNIFE
PISTOL
HAND GRENADES
PULSE
GRENADE LAUNCHER

NBC trooper

Carrying a multi use rocket system and extra rounds is no easy matter for this trooper, he sacrifices armor and movement for brute force . MLRT system can fire SABOT antitank rounds which are great for taking out FIST units and incendiary rockets cause good wide area damage. The Heavy Mortar can drop rounds behind enemy cover causing massive damage. If timed right it can also be air burst over enemy positions Equipped with a flame retardant suit and a shot gun incase things get too close. He is also cross trained to supply and operate FIST units.

Snipers are lightly armored but are fast and can easily get to places other troopers have a harder time getting to. They are issued a semi automatic high powered rifle and automatic pistol and if the need should arise they can equip a Pulse Rifle. Do to their ability to move quickly and engage from a distance they are best used for recon and support

The TARGAT is patched into the command ship in high orbit through his helmet. This allows him to order orbital strikes of bunker buster rockets or a precision rail gun strike against targets on the planets surface. It also has built in night vision and motion tracker. Standard issued armor and pulse rifle allows this trooper to bring the fight to the enemy

Ghosts rely on cover, athleticism and covert weaponry. More mobile then their other teammates they are able to quickly move, climb and crawl creating minimum disturbance. Gaining entry to areas that are inaccessible to others. Ghosts utilizes a cloaking device and high energy rifle. The cloak however is limited compared to the predator type, it can be overloaded by bright light, canít fool night vision and limits the amount of ordnance and protective gear that can be used. The energy rifle is equipped with a scope that can see through certain materials and smoke screens and its energy blast can kill with just a single hit. A charge delay before firing and its need to be reset after each discharge limits this weapon.

Equipment-
TANTO KNIFE
SILENCED PISTOL
PLASMA RIFLE
NIGHT VISION

S.H.O.C.S.

Special Hazardous Operations and Combat Squad

Equipped with a verity of eradication, nullification and retrieval ordnance, these troops are heavily armored and use special vision modes to track, capture or eliminate Xenomorph threats. The MAWL can fire a verity of ordinance like Nets and Napalm. The EM Rifle causes no damage but can stop any alien even the queen dead in its tracks allowing other units to engage and kill it.

Leading a SHOC squad down into a Hive is not what any sane man would do for a living. Unless of course the pay is good. With that pay you can suit up in the best armor, weapons and equipment you can buy. But special vision goggles, flamethrower and a fully automatic shot gun can only take you so far, you need big chrome balls to face what lies down there. A brave man can look death in the eye but what do you do when it doesnít have any.

Rehabilitated with synthetics this trooper can with stand more punishment then most. He fills the roll of smart gunner but uses instead the new G.U.N. tracking rifle which uses sadar tracking rather then the outdated smart tracking. It does however have a smaller magazine and fires slower then the smartgun.

Killing one of her ďgodsĒ and escaping from their ship this Yajanti slave is now hunted by her former masters for her trespass against them. The tables have turned though, stealing weapons and a small ship she has now become the hunter.

Equipment-
RAZOR GAUNTLETS
ENERGY PISTOL
SPEAR GUN
PREDTECH VISION

FIST Operator

FIST Operators are specially trained to pilot exo units into combat situations. The FIST was designed to be light and easily transportable and so limits the amount of ammunition it can store. FIST Operators must dismount and carry ammunition back to their units often, leaving them vulnerably to enemy attack. The need to carry the heavy ordinance slows them down so they are issued only light armor.

Equipment-
KNIFE
PISTOL
SHOT GUN
FIST SUPPLIES
TORCH

F.I.S.T.

Forward Infantry Support Tactical

Though heavily armored and equipped with devastating fire power, the FIST is designed to be a force multiplier and not a stand along unit. Limited ammo stores and restricted peripheral vision at times leaves it vulnerably to attack. Its slow speed allows faster enemy units to out flank it and use hit and run tactics as well. Its best used to support light infantry in engagements against enemies with superior fire power or numbers. The infantry should assist in covering its flanks and spotting targets so the FIST can bring its weapons to bare on the target and concentrate its limited supply of munitions.

------------------XENOMORPHS--------------

Pilot Strain Queens( AvP2 only)

Smaller then the Xenomorph Queen and believed to come from the impregnation of the still unknown species of alien known as Pilot. It has the ability to birth facehuggers without the need for eggs and can resist fire damage and light ammunition fire. The Pilot face hugger is different from the Xeno facehugger and for some reason attacks other aliens. This behavior maybe a form of genocide, further research is needed.

Pilot Strain Drones

Born stronger then Xenos but has a faster molt cycle which limits it over all growth. Its heavier armor makes this drone slower then its Xeno cousins but gives it some fire resistance. Pilot drones are known to use a stream of disgorged acid to momentarily paralyze prey before closing to attack. Its armor like skin has serrated edges which allows it to shred through nets easily. Pilot strain and Xeno strain aliens have been known to show aggressive behavior towards each other.

Arachnodrones

Discovered in the deep thickets and under growth on LV-988. It lies in wait in burrows until prey happens by and traps them in a sticky acidic paste. Much weaker and slower then other drones its change in ontogenesis is believed to be an adaptation to LV-988s overgrowth of vine like vegetation which heavily hinders movement by anything larger then your average sized house cat.

Sentinels

A subclass of drone rarely seen. Found in hives that are under frequent attacks these drones are a kamikaze like last line of defense for the Queen. Its bulbous head contains sacks of biochemical agent which when the sacks membranes retract mix with the aliens blood causing it to explode into a shower of acid and acidic shrapnel. Weak and having a thin carapace its sole purpose is to die for the hive.

Razorbacks

Found on LV-348 where its major animal life was a porcupine like sloth. This alien is able to throw multiple barbed spikes that cause exquisite pain which momentarily stuns victims, it then closes to leap on them with a devastating claw attack. Weak and slow compared to other drones its ability to strike from afar gives this alien its lethality.

Warriors

Only seen before a hive is fully formed, the Warrior is believed to be the progenitor for the formation of new hives. Altering victims into facehugger eggs that can produce a Queen and once a Queen is established the occurrence or warrior type aliens dwindles and seem to be replaced by what are called drones. The Warrior slow molt cycle compared to the drone leaves it very vulnerable at first but allows it to grow stronger and deadlier then the drone. Born to survive and not just serve its strength is matched only by the Predalien. Both can only come from victims that have been face hugged and when they eat their first kills can double there health level. Once you are lucky enough to facehug a victim and change to an adult even if you die you will come back as a full grown alien but your health will always start out low until you can feed.

Predalien

A predalien is born when facehugging a predator. It is at first weak but if able to feed it will gain health that surpasses all other aliens but the warrior. Just as the warrior once you become an adult you stay an adult even after death

Runners

Coming from basic quadruped hosts such as canines and large felines they are given a vicious bite attack. Runners are faster then drones and warriors and prefer to run down their prey like a cheetah rather then pounce or use their tail. The tail on the runner is very weak doing little damage. Its legs and arms are more suited for running on open ground thus if the Runner tries climbing its mobility will be greatly reduced

Facehugger

Light skinned and a bit slow it is capable of impregnating hosts with a larva which then matures to a Warrior, a Queen or if the host is a Predator a Predalien. Its small size allows it to hide until an unlucky victim happens by

Queen

She is strong fast and heavily armored. Capable of tearing a man in half with little effort. She can not wall walk very well, Small areas are inaccessible to her but on an open field sheíll strike fear in the hearts of anyone unlucky enough to face her. She is only playable if you face hug the right character

Empress(Queen Mother)

Stronger then the Queen she can destroy any thing in her path. Her large size though can allow prey to evade her by hiding in areas too small for her to enter. Being so powerful it would be wise to set queen molt kills to above 7 at least

Bio-Mechanoid (KINDRED Only)

Bio-Mechnoids are captured Xenomorphs that have had extensive synthetic augmentation. The control units grafted into their skulls were intended to moderate their aggressive behavior and make them more controllable for security and urban pacification. Unfortunately these components only amplified their hostility to the point of rabid psychoses. Most were terminated when the experiment failed but a few managed escaped containment and returned to their hive. Similar to your basic drone it has however more armor and less life also has the synthvision mode.

Hand Grenade - Simply fire to throw the frag grenade has a short range

Knife/ Throwing Knife- alt switch to use the throwing knife alt switch back to use the knife uses time grenades as an ammo pool

Tanto (Ghost blade) functions like the knife with a charging strike like the pred wrist blades, however the charged cut comes at the back swing so timing your cut is necessary. This was done to off set the high damage it does. It can kill a base human with in 1 to 2 slices.

Pistol - the PV laser sight is always on but the third person laser shows only after you fire the weapon. The pistol uses only one ammo type

Auto Pistol - a faster firing version of the one above. Laser sight functions the same

Satchel Charge - a high explosive charge that functions like the pred hot bombs. Make sure you keep at least one in your inventory or you will auto switch to your next weapon before you have a chance to detonate them

Smart Gun - same as original but with more power and shorter lock on range

Plasma Rifle(Ghost) - Similar to the original rail gun but no longer zooms instead uses a scope like iron sight that must be ďchargedĒ to bring it up. Has a slight delay when firing and has a very small ammo count

Orbital Missile Strike (TARGAT only) - can alt select between cluster, vertical or horizontal strike patterns. Uses smart gun tracking to aim. Some maps with low sky boxes donít allow this weapon to be used. If not locked on to you target you should aim at a nearby object such as a crate this weapon can not aim at non objects such as the ground and walls in some maps. This is a one shot weapon

Orbital Rail Strike (TARGAT only)- Functions the same as above.

FIST Supplies - Not a weapon but carried by the Corp FIST Pilot and Marine Heavy Weapons Trooper this allows the troopers to carry ammo to the FIST and resupply it when it runs out

FIST Minigun - causes high explosive damage and has a high rate of fire. It uses the same ammo pool as its Flame thrower. This was done to keep the fist needing to be supplied and to keep it from becoming to powerful

FIST Flame Thrower - same a normal napalm. uses the same ammo pool as the fist mini gun

FIST Rockets - High explosive and wide area damage. It uses the Napalm rocket pool so use of rockets in the FIST will take ammo from the SADAR the Marine carries.

Pred Hunter Pistol- Similar to the old Pred pistol but removed the secondary trishot stun

New coop weapons have a gravity effect so rounds will drop over distance. This also makes sniping more realistic.

All ammo causes some kind of long term damage mostly bleeding damage. Amount depends on the weapon used. So you may die long after you were shot

Hand Grenades - short range fragmentation grenades

Pulse grenades - high explosive. is now effected by gravity so they drop as they fly

Napalm - now use a projectile class affected by gravity. If you fire it straight up it will come back down at you and set you ablaze

Gas Grenades - large area effect weapon causing long term damage(AvP). KINDRED version causes a longer stun effect since you can still walk in PH its like getting sick

Smoke Grenades - used to cover movement through open terrain and block enemy vision. Good for covering troops from snipers

Heavy Mortar - a gravity affected missile with short range and wide area effect uses the napalm missile ammo pool

SADAR rockets - causes less area damage but instant damage is very high. Great verse FIST units and large alien targets

SADAR Napalm - good area effect range plus fire damage

Plasma Rifle Rounds - Very high damage a one shot one kill against most characters

============================PREDATORS===========================

Wrist blades - do little damage to aliens but does high damage to humans

Heavy Wrist Blade - Does Double Damage

Light Blade - Does 3/4 of normal wrist blade damage

Plasma Blade(Warrior) - high damage plasma that stuns for a split second. Itís charging strike has three levels, first a normal strike then a high explosive cut then finally it fires a power bolt like that of the pred pistol secondary

Lance- Homing spear (spear master)- a homing spear with high penetrative damage and very fast melee attack. When called back you must switch to another weapon then back to use it again. This keeps players from spamming it, must have line of sight to retrieve

Disc - no longer homes and must have line of sight to retrieve

Shoulder cannon - Must be charged to second sound key before a plasma bolt will fire. The charging secondary is used for the faster shot, its ready when you here the double sound key. The Plasma cannon now does higher damage 2 to 3 shots will kill about any player but has a slower firing rate

War cannon(warrior)- a shot gun type plasma cannon doing wide area stun and energy damage. does not lock on

Poison Dart (huntress)- Causes light damage but poisons its target for an extended time. if timed right the victim will die after being hit only twice if they can not reach health Has a secondary melee that does good damage as well as poisons. Darts do not decapitate.

Wrist Blaster(Warrior) - A projectile weapon that is unaffected by gravity and can bounce around corners before exploding

Net Gun - its nets are not as strong as before and is limited to two shots. The reload time is also slowed

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